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quakespasm/Quake/gl_fog.cpp
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2026-08-30 12:38:12 -05:00

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/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
Copyright (C) 2010-2014 QuakeSpasm developers
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//gl_fog.c -- global and volumetric fog
#include <sstream>
#include "quakedef.hpp"
//==============================================================================
//
// GLOBAL FOG
//
//==============================================================================
#define DEFAULT_DENSITY 0.0
#define DEFAULT_GRAY 0.3
static float fog_density;
static float fog_red;
static float fog_green;
static float fog_blue;
static float old_density;
static float old_red;
static float old_green;
static float old_blue;
static float fade_time; //duration of fade
static float fade_done; //time when fade will be done
/*
=============
Fog_Update
update internal variables
=============
*/
void Fog_Update(float density, float red, float green, float blue, float time) {
//save previous settings for fade
if (time > 0) {
//check for a fade in progress
if (fade_done > cl.time) {
float f;
f = (fade_done - cl.time) / fade_time;
old_density = f * old_density + (1.0 - f) * fog_density;
old_red = f * old_red + (1.0 - f) * fog_red;
old_green = f * old_green + (1.0 - f) * fog_green;
old_blue = f * old_blue + (1.0 - f) * fog_blue;
} else {
old_density = fog_density;
old_red = fog_red;
old_green = fog_green;
old_blue = fog_blue;
}
}
fog_density = density;
fog_red = red;
fog_green = green;
fog_blue = blue;
fade_time = time;
fade_done = cl.time + time;
}
/*
=============
Fog_ParseServerMessage
handle an SVC_FOG message from server
=============
*/
void Fog_ParseServerMessage(void) {
float density, red, green, blue, time;
density = net_message.read_byte().value() / 255.0;
red = net_message.read_byte().value() / 255.0;
green = net_message.read_byte().value() / 255.0;
blue = net_message.read_byte().value() / 255.0;
time = net_message.read_short().value() / 100.0;
if (time < 0.0f) time = 0.0f;
Fog_Update(density, red, green, blue, time);
}
/*
=============
Fog_FogCommand_f
handle the 'fog' console command
=============
*/
void Fog_FogCommand_f(void) {
float d, r, g, b, t;
switch (command::argc()) {
default:
case 1:
console::info("usage:\n");
console::info(" fog <density>\n");
console::info(" fog <red> <green> <blue>\n");
console::info(" fog <density> <red> <green> <blue>\n");
console::info("current values:\n");
console::info(" \"density\" is \"%f\"\n", fog_density);
console::info(" \"red\" is \"%f\"\n", fog_red);
console::info(" \"green\" is \"%f\"\n", fog_green);
console::info(" \"blue\" is \"%f\"\n", fog_blue);
return;
case 2:
d = std::atof(command::argv(1)->c_str());
t = 0.0f;
r = fog_red;
g = fog_green;
b = fog_blue;
break;
case 3: //TEST
d = std::atof(command::argv(1)->c_str());
t = std::atof(command::argv(2)->c_str());
r = fog_red;
g = fog_green;
b = fog_blue;
break;
case 4:
d = fog_density;
t = 0.0f;
r = std::atof(command::argv(1)->c_str());
g = std::atof(command::argv(2)->c_str());
b = std::atof(command::argv(3)->c_str());
break;
case 5:
d = std::atof(command::argv(1)->c_str());
r = std::atof(command::argv(2)->c_str());
g = std::atof(command::argv(3)->c_str());
b = std::atof(command::argv(4)->c_str());
t = 0.0f;
break;
case 6: //TEST
d = std::atof(command::argv(1)->c_str());
r = std::atof(command::argv(2)->c_str());
g = std::atof(command::argv(3)->c_str());
b = std::atof(command::argv(4)->c_str());
t = std::atof(command::argv(5)->c_str());
break;
}
if (d < 0.0f) d = 0.0f;
if (r < 0.0f) r = 0.0f;
else if (r > 1.0f) r = 1.0f;
if (g < 0.0f) g = 0.0f;
else if (g > 1.0f) g = 1.0f;
if (b < 0.0f) b = 0.0f;
else if (b > 1.0f) b = 1.0f;
Fog_Update(d, r, g, b, t);
}
/*
=============
Fog_ParseWorldspawn
called at map load
=============
*/
void Fog_ParseWorldspawn() {
std::string key{};
std::string value{};
//initially no fog
fog_density = DEFAULT_DENSITY;
fog_red = DEFAULT_GRAY;
fog_green = DEFAULT_GRAY;
fog_blue = DEFAULT_GRAY;
old_density = DEFAULT_DENSITY;
old_red = DEFAULT_GRAY;
old_green = DEFAULT_GRAY;
old_blue = DEFAULT_GRAY;
fade_time = 0.0;
fade_done = 0.0;
std::istringstream ss{cl.worldmodel->entities};
auto token = common::parse_token(ss);
if (!token.has_value()) {
return; // error
}
if (token->front() != '{') {
return; // error
}
while (true) {
token = common::parse_token(ss);
if (!token.has_value()) {
return; // error
}
if (token->front() == '}') {
break; // end of worldspawn
}
if (token->front() == '_') {
key = token->substr(1);
} else {
key = token.value();
}
while (!key.empty() && key.back() == ' ') {
key.pop_back();
}
token = common::parse_token(ss);
if (!token.has_value()) {
return; // error
}
value = token.value();
if (key == "fog") {
std::sscanf(value.c_str(), "%f %f %f %f", &fog_density, &fog_red, &fog_green, &fog_blue);
}
}
}
/*
=============
Fog_GetColor
calculates fog color for this frame, taking into account fade times
=============
*/
float *Fog_GetColor(void) {
static float c[4];
float f;
int i;
if (fade_done > cl.time) {
f = (fade_done - cl.time) / fade_time;
c[0] = f * old_red + (1.0 - f) * fog_red;
c[1] = f * old_green + (1.0 - f) * fog_green;
c[2] = f * old_blue + (1.0 - f) * fog_blue;
c[3] = 1.0;
} else {
c[0] = fog_red;
c[1] = fog_green;
c[2] = fog_blue;
c[3] = 1.0;
}
for (i = 0; i < 3; i++) {
c[i] = std::clamp(c[i], 0.f, 1.f);
}
//find closest 24-bit RGB value, so solid-colored sky can match the fog perfectly
for (i = 0; i < 3; i++) {
c[i] = (float) (Q_rint(c[i] * 255)) / 255.0f;
}
return c;
}
/*
=============
Fog_GetDensity
returns current density of fog
=============
*/
float Fog_GetDensity(void) {
float f;
if (fade_done > cl.time) {
f = (fade_done - cl.time) / fade_time;
return f * old_density + (1.0 - f) * fog_density;
} else
return fog_density;
}
/*
=============
Fog_SetupFrame
called at the beginning of each frame
=============
*/
void Fog_SetupFrame(void) {
glFogfv(GL_FOG_COLOR, Fog_GetColor());
glFogf(GL_FOG_DENSITY, Fog_GetDensity() / 64.0);
}
/*
=============
Fog_EnableGFog
called before drawing stuff that should be fogged
=============
*/
void Fog_EnableGFog(void) {
if (Fog_GetDensity() > 0)
glEnable(GL_FOG);
}
/*
=============
Fog_DisableGFog
called after drawing stuff that should be fogged
=============
*/
void Fog_DisableGFog(void) {
if (Fog_GetDensity() > 0)
glDisable(GL_FOG);
}
/*
=============
Fog_StartAdditive
called before drawing stuff that is additive blended -- sets fog color to black
=============
*/
void Fog_StartAdditive(void) {
vec3_t color = {0, 0, 0};
if (Fog_GetDensity() > 0)
glFogfv(GL_FOG_COLOR, color);
}
/*
=============
Fog_StopAdditive
called after drawing stuff that is additive blended -- restores fog color
=============
*/
void Fog_StopAdditive(void) {
if (Fog_GetDensity() > 0)
glFogfv(GL_FOG_COLOR, Fog_GetColor());
}
//==============================================================================
//
// VOLUMETRIC FOG
//
//==============================================================================
convar r_vfog{"r_vfog", "1"};
void Fog_DrawVFog(void) {
}
void Fog_MarkModels(void) {
}
//==============================================================================
//
// INIT
//
//==============================================================================
/*
=============
Fog_NewMap
called whenever a map is loaded
=============
*/
void Fog_NewMap(void) {
Fog_ParseWorldspawn(); //for global fog
Fog_MarkModels(); //for volumetric fog
}
/*
=============
Fog_Init
called when quake initializes
=============
*/
void Fog_Init(void) {
command::add("fog", Fog_FogCommand_f);
//r_vfog.inscribe();
//set up global fog
fog_density = DEFAULT_DENSITY;
fog_red = DEFAULT_GRAY;
fog_green = DEFAULT_GRAY;
fog_blue = DEFAULT_GRAY;
Fog_SetupState();
}
/*
=============
Fog_SetupState
ericw -- moved from Fog_Init, state that needs to be setup when a new context is created
=============
*/
void Fog_SetupState(void) {
glFogi(GL_FOG_MODE, GL_EXP2);
}